Saturday, 7 May 2011

Research Interactive Graphic Novels

http://www.classicalcomics.com/imacbeth
http://www.yimagination.com/float/

Float Graphic Novel + Comixware,
the first ever fully interactive multimedia presentaion
that allows reader to re-enact and/or recreate his/her own narrative
in real time
.

What is Comixware
It's an interactive story telling machine that offers
unprecedented upgradability and editability of multimedia contents.
The storytelling will never be the same again! Learn more about Comixware.

Since 1999 five issues of FLOAT Comic Book Series have been published by Yi.magination and distributed by Diamond Comics. The initial print run on each issue was 1000. Currently there is a total of less than 500 copies for all 5 issues remained with publisher. These are rare collector's items available only from the publisher. Click here to order them online.

http://www.submarine.nl/submarinechannel.jsp?project=934

Online interactive graphic novel in twelve episodes, an adaptation of the famous French graphic novel of the same name by Matz and Jacomon. In The Killer, you enter the mind of a ruthless contract killer. This innovative interactive animation has been a hit on SubmarineChannel.com since day one.
Specifications:

Written and Illustrated by: Jacamon & Matz
Animation: Fons Schiedon
Running time: 12 x 7 min
Release: 2002
Language versions: Dutch, English
http://www.submarinechannel.com/killer


http://publishingperspectives.com/2010/07/coming-soon-to-your-ipad-an-interactive-graphic-novel-on-the-cia-and-iran-2/

Cognito Comics is launching an immersive digital graphic novel called Operation Ajax, specifically for the iPad. Inspired by journalist Stephen Kinzer and his bestselling account of the 1953 CIA-sponsored coup in Iran, Ajax will combine elements of video games and graphic novels.

• Dan Burwen, founder and CEO of Cognito, sees digital graphic novels as the future of digital storytelling, blending the technology of video games with the high-end storytelling of animation and graphic novels.

http://www.emaki.net/blog/2009/05/cartoony-vs-realistic-images-in-brain.html

Cartoony vs. Realistic Images in the Brain

Choi, Yeojeong, Kim, Takhwan, & Jaeseung Jeong. 2008. "EEG Source Localization during Empathy of Iconic and Realistic Cartoon Characters." Organization for Human Brain Mapping (OHBM), Melbourne, Australia ,15-19 June, 2008

Research Interactive Graphic Novels

http://www.classicalcomics.com/imacbethWARE?

Wednesday, 27 April 2011

Coloured pics in ipad







Drawings of storyboard









Wednesday, 6 April 2011

Work and Research

25th March

Drew two images for my plot lines.

26th March

Drew two images for my plot lines.

Sunday, 20 March 2011

Project Brief

Course: BA / FdA Games Art and Design
Year: Two
Unit: BA6: Contexts: Collaboration, audience and employability
Project Title Production
Project 1 of 3 within this unit
Start Date: 14/03/11
Study Hours: 165
Submission Date: 16/05/11
Tutor(s): TBC

Description
This project builds and explores the difficult task of transposing game assets, design and narrative into an interactive format using both high-end computing and restricted resolutions (Apple handheld devices).
You will need to consider varying technical requirements of two platforms and conflicts that may arise from possible limitations and disparity, ultimately choosing which direction you will continue in; high-end computing, or more restrictive hardware, or examples of both.
You should now be completely focused on using either two or three dimensions within your studio practice, concentrating on a sole specialism from here on in.
If you have worked predominantly in 2D, you will create an interactive graphic novel / narrative for your chosen platform(s). If you predominantly use digital 3D, you should be focused on adapting a character, environment or vehicle for use in the available game engine(s).
You will gain experience assessing multiple platforms and game engines competing to ensure design is not lost in translation.

This project addresses the key areas of study as follows:

Studio Practice: You will initially research the available game engine(s) and alternate methods of interactivity, choosing to focus on a PC/Console or iPhone/iPod Touch platform.
All options require a completed learning agreement and approval from course staff. There will be a series of focused lectures, seminars and workshops to guide your technical and creative practice in this project. We will cover 2D and 3D fundamentals in relation to game engines, interactivity and possible alternatives where narrative is the favoured goal. You will each end the project with examples of interactivity and a greater understanding of practical limitations of hardware. A relevant drawing programme will run concurrently with this project.

Business and Professional Skills: Business and Professional Skills are integrated with Project 3 (Advanced Games Studies & Research). All topics covered are relevant to studio practice and inform your creative and practical decision-making.

Contextual Studies: Contextual studies runs as a separate project (Advanced Games Studies & Research). throughout this unit. All topics covered are relevant to studio practice and inform your creative and practical decision-making.

Personal Development and Planning: You will keep an independent reflective journal or blog recording your own personal learning experience throughout this brief.

The table below lists the work you will need to submit and which areas of study each item relates to:

Work required for this project:
Area of study
Which Unit Assessment Requirement this work contributes to:
Completed (and signed off) learning agreement

Studio Practice
BA 6 - A body of studio work
One or more examples of interactivity

Studio Practice
BA 6 - A body of studio work
Reflective Journal (Digitized Notebook/Sketchbook/Blog) [PDF]

Studio Practice / PDP
BA 6 - Research files
All work MUST be correctly formatted and submitted to the Digital 3D server. Folder structures and naming conventions must be adhered to precisely.

Studio Practice / PDP
BA 6 - A body of studio work; Research files

Not assessed in this project:
Business and Professional Skills / Contextual Studies
n/a

The table below shows which of the Unit Learning Outcomes are addressed by this project and what you will need to do to show that you have met them:

Learning Outcome
How you will be assessed:

LO10: Use a range of strategies to articulate and extend the limits of your subject and contextual knowledge.
We will be looking for processes of analysis and execution when translating original content to a specific platform. This will be found in your blog and interactive digital submission.

LO12: Demonstrate your ability to negotiate, plan and work collaboratively to meet specified goals.
We will be looking for a clear and concise learning agreement, supporting schedule and evidence of peer interaction in your blog to inform your goal(s).

Reference material
As currency of information is crucial to this project, reference material will be given at the beginning of each brief and be available on the VLE pages for Games Art and Design.

Interative Graphic Novels

http://www.nbc.com/heroes/novels/novels_display.shtml?novel=173
http://www.submarine.nl/animation.jsp?project=934
http://www.yimagination.com/float/
http://www.classicalcomics.com/imacbeth

What i found
these sites show how interative novels work on a PC

what i'm doing
i am studying and drawing how my novel might work on a ipad, also i've drawn the opening sequence and has design two small plot lines that will happen within the game for the ipad, i am currently in the process of drawing these two lines and working out how the player/reader could progress within the story.